Both of these probably work better as conditions (or artifacts) with tokens on them, so you don't need to specify all the extra rules.
For instance:
Sauron's Reach
Condition • Support Area
At the start of each of your turns, add a
token here.
The twilight cost of each
Nazgul is -1.
Shadow: Discard a minion from hand to add a
token here.
Shadow: Remove a token here to play a
Orc from your discard pile.
Shadow: Remove a token here and remove
to play a
Orc from your draw deck.
Shadow: Remove a token here to play a Nazgul. His twilight is -2.
Maneuver or Regroup: Exert a
Minion to add a
token here.
...etc.
Besides that, there's clearly a bit too much going on for each card; I don't care so much if a dream card violates the line count of the originals, but most cards do just one or two things.
Dark As Darkness is an example of the higher end of the number of actions, but even that is just the same two things (wound RB, remove burden for twilight) at different times.
I suggest breaking these up into a few related token-based conditions, each one addressing a different element of Sauron's long arm.